9607bcc6a6
- Clean up registered_* usage patterns. - Reduce tendancy of leaves to create stack nodes. Now they tend to stack up properly in-world more often. - Tweak damage system to create "headroom" where minor damage doesn't cost inv slots immediately. - Make player hand skin color match model skin. - Cleanup/unify grass abm logic. - Start installing new sounds by MagikEh Sound source: https://github.com/MagikEh/SoundsOfWarr
142 lines
4.8 KiB
Plaintext
142 lines
4.8 KiB
Plaintext
========================================================================
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ISSUES: Bugs, Cleanup and Refinements
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------------------------------------------------------------------------
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- New content needs hints!
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- Go thru github commits to see what.
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- Definitely includes optics.
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- Recipe success particle effect.
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- Hooks for sounds on success/progress.
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- API Cleanup
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- Utils
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- Box mueller and exporand
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- Break up the nc_api monstrosity.
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- nc_api_base to create _G.nodecore and include for all.
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- nc_api metamod that just depends on ALL other api's.
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- nc_all metamod for 3rd party mod authors...?
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- Soaking API for time-integrated processes.
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- Tree growth
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- Heat API
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- Unified heating/cooling number from env.
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- Proper API for burning up items
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- on_burn? burns_to?
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- Unify heat transformations into recipe system with
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cooking recipes?
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- Unify nc_items and visinv API.
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- Stack nodes are "special", get first-class support.
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- Change falling_node logic esp for leaves?
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- Register with falling_no_clobber or something?
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- Instead of knocking out node as item, add to pile.
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- Make separate walkable/non-walkable stack nodes.
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- Should sticks and eggcorns be non-walkable?
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- Change how items are given to player.
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- Prefer current selected slot if empty.
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- Create a new API.
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- Audit code for add_items (e.g. in stack_giveto)
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- Builtin handle_node_drops and item_entity:on_punch
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- Change sneak-dig behavior? Deprecate?
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- Clean up Player's Guide.
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- Tool level differences.
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- Advanced tools are NOT just the same as regular tools with
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certain buffs.
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- Higher-tier tools skip dig phases.
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- Fast-forward throug certain steps, e.g. raw -> loose?
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- Skip later stages, e.g. "silk touch" effect?
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- Offer combined high-tier tools, e.g. mattock = cracky + crumbly?
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- Tool API cleanup
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- Separate durability, speed, effects?
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- Wield view broken in MP.
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- Players sometimes see ents as unattached, depending on
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who joined when.
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- Regenerating ents may fix for other players, but then
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BREAKS F7 view, because players only see ents in F7 view
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that exist at the time of change, not new ones.
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- Appears to be known engine issue on GitHub.
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- Lone_Wolf is working on a player model update with texturable
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wield surfaces, BUT it would require having a model_image
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for every node, some complex.
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- Update core docs.
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- README
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- Convert to markdown?
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- Elevator pitch
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- Immersive, no GUIs, original gameplay
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- Major features
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- No in-game GUIs (including inventory screen)
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- Minimal HUDs, unified inventory/health system
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- Items as nodes (no decay)
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- Multi-stage digging
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- Craft in-world
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- Pummel
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- Eggcorns!
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- Falling embers
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- Design your own furnace
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- Angle of repose
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- Portable containers
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- Optical digital logic
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- Installation guide?
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- Singleplayer on android
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- CONTRIBUTING
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- Coverage for non-repo items
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- Screenshots, videos/links, for publicity
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- Code Quality.
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- Finish setting up LuaCheck, audit code.
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- Scripts to validate dependency graph.
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- Tag deps directly in code at place of use.
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- Auto-generate mod.conf / depends.txt
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- Scripts for automatic metapackage mods?
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- Git hooks (and git hook setup scripts)?
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- MT 0.4 Support Sunsetting.
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- Remove references to nodecore.mt_old
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- remove nc_player_model_old.b3d
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- Tree farming.
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- Make eggcorns non-plantlike (place-as-item)
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- Show sprout/sapling above eggcorn_planted to show
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progress over time.
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- Switch to soaking API (above)
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- Loose node cleanup.
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- Leaves settle into grass as podzol? Composting/decay?
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- Dirt/sand/etc should self-compact if buried or over time.
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- Hint system updates.
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- Need a "witness" system for spontaneous in-world processes,
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such as tree growth or lode cooling. Credit players within
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a certain distance and line-of-sight.
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- Use recipes for hint guide instead of just items in hand.
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- Feedback/issues URL?
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- Look for new URL buttons in 5.0+
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- Social features
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- Randomize player appearance/colors.
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- Shirt/pants, possibly w/ stripes/patterns
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- Skin color, hair color, eye color?
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- Server player lists...?
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- Track server lag in metadata?
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- Make neighbor/distance calcs consistent.
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- We're using scan_flood in some places, face checks in others,
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and find_nodes_in_area (cuboid) in others.
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- Diamond shape would be most consistent.
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- Should require face touching, not diagonal.
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........................................................................
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========================================================================
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